Resourceful [Passive]: Grants an additional use to every class ability.

Politician

+2 mod on all diplomatic rolls

Race: Sin’dorei

Arcanic Affinity: You have a +4 to Arcane based challenge checks.Beautiful: Increases your character’s charms rolls by +2.

Background: Commoner

Charming: Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.Lay of the Land: Increases your character’s perception rolls by +10. Allows your character to reroll a perception roll once per event. They will keep the second of the two rolls.

Virtues:

Physical:Athletic: Allows your character to reroll a failed sprint check. (Only one success per event)Dexterous: Your character has a +2 to physical challenge checks.Swift: Increases your character’s walk and sprint by +5ft.

Background:Nature's Gift: Your character has a +4 to nature based challenge checks.Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.

Dueling:

Vices:

Physical:

Social:Gossip I: Characters in your party have a -4 to all their etiquette challenge checks.Pushover II: You cannot intimidate and have a -8 threshold for intimidate attempts against your character.Stubborn I: When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.Wanton I: Opponents have a -4 threshold for successful charm and seduction attempts against your character.

Battle:Inexperienced I: Your character has a -30 to initiative rolls.

Background:Claustrophobic I: Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.Weakness to Blood II: (Negates Sanguine) Your character cannot pass blood magic challenge checks.Weakness to Decay II: (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.Weakness to Light II: (Negates Light Kissed) Your character cannot pass a light based challenge check.

Dueling:Honorable Duelist II: (Negates Dirty Fighter) You must always attack second in a duel.Unproven I: (Negates Fencer) Your character has a -1 dueling attack die.

Bows: D: 1d25+3: crit on 18-25 +4Range: Base Class or 30ftFlaming Shot[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will shoot their target for their normal basic attack and then roll a 1d2 to see if the shot ignites the target for half the total damage dealt. 1= Success, 2=fail.

Spell-shield(Spell):Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.Range: Self

Class: Hunter

Prestige Class: SpellbowBonus: -10hp. +3 max and +2 mod damage. The player is granted a 15hp energy shield to be used at the start of the event.

Class Abilities:

Snipe[3]: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d20+10 damage to a single target. Damage is doubled if the target is CC’d.Range: 45ft

Hunting Traps[3]: The hunter throws out traps at a non-boss enemy target to prevent them from moving for an entire turn. Roll a 1d20>8 to apply the CC. This is a minor action.Range: 35ft

Arcanic Leap[2]: (Versatile) The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.Range: 10ft

Bonus Skills: Arcane Focus[Passive]: At the beginning of each turn, the Spellbow may roll 1d10+3 to recharge their spellshield up to a max of 30hp. For all intents and purposes, the spellshield hp is equal to how much Arcane Focus the Spellbow is currently charged. Range: Self

Arcanic Barrage[Costs 5 Arcane Focus]: The Spellbow conjures a second arrow to strike either a singular target twice or a secondary target within 15ft of the original target. Range: 35ft

Enchanted Glaive[Costs 10 Arcane Focus]: The Spellbow throws an enchanted glaive weapon that bounces between multiple enemies within a close range. Deals 5d5+5 damage to up to three targets that are within 15ft of each other. Range: 25ft

[Bellanaris] - Mystical Bow[Reach: +5ft range to basic attacks/healing and abilities][+2 to Max damage/healing on basic attacks and abilities][Nature’s Grasp: Roll 1d3 when dealing damage with a weapon or basic offensive spell. If you roll a 1, then the enemy takes 1d7 damage and is rooted in place]

Alchemist Bag:

TBD:TBD:

Soldier Pack:

TBD:TBD:

Veteran Traits: N/A

Renown:

Tracked on Sanarissa.

Essences:

Tracked on Sanarissa.

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COMMANDER MODE

Rank: Emberward

Subunit: Pathfinder

Troop Choice: Thalassian Marines

Troop Abilities:

Sea-Claw Bows[3]:Thalassian Marines carry with them short bows in addition to their swords and shields. They can quickly fire a volley upon an enemy to lessen their numbers quickly. Sea-Claw bows deal the same damage as the Thalassian Marine’s basic attack.Damage Roll: 1d30+15Range: 30ft

Reaper[1]:Cost: 2 Commander PointsBonus: For one turn add an additional die onto your basic attacks for this turn.“Some pathfinders find that a little bit of blood raises the animal spirit from within.”

Blackjack’s Finest[Passive]:Cost: 1 Commander PointsBonus: When firing a Sea-Claw bow, if the roll is within 5 points of the maximum roll then you may reroll another shot within the same turn. This extra-shot does not consume a usage point. This can only proc once a turn.“The Wraith knows where to find the most hardy and ruthless of sailors.”